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use bevy::{
ecs::{
query::ROQueryItem,
system::{
lifetimeless::{Read, SRes},
SystemParamItem,
},
},
prelude::*,
render::{
render_asset::RenderAssets,
render_phase::{
DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult, SetItemPipeline,
TrackedRenderPass,
},
render_resource::{
AsBindGroupError, BindGroup, BindGroupLayout, OwnedBindingResource, PipelineCache,
RenderPipelineDescriptor, ShaderRef, SpecializedRenderPipeline,
SpecializedRenderPipelines,
},
renderer::{RenderDevice, RenderQueue},
texture::FallbackImage,
Extract,
},
utils::{FloatOrd, HashMap, HashSet},
};
use kayak_font::bevy::FontTextureCache;
use std::hash::Hash;
use std::marker::PhantomData;
#[cfg(feature = "svg")]
use crate::render::svg::RenderSvgs;
use crate::render::{
extract::UIExtractedView,
opacity_layer::OpacityLayerManager,
ui_pass::{TransparentOpacityUI, TransparentUI, UIRenderPhase},
unified::pipeline::{
queue_quads_inner, DrawUIDraw, ExtractedQuad, ImageBindGroups, MaterialZ, PreviousClip,
PreviousIndex, QuadBatch, QuadMeta, QuadTypeOffsets, SetUIViewBindGroup, UIQuadType,
UnifiedPipeline, UnifiedPipelineKey,
},
};
use super::{key::MaterialUIKey, MaterialUI};
/// Render pipeline data for a given [`MaterialUI`]
#[derive(Resource)]
pub struct MaterialUIPipeline<M: MaterialUI> {
pub unified_pipeline: UnifiedPipeline,
pub material_ui_layout: BindGroupLayout,
pub vertex_shader: Option<Handle<Shader>>,
pub fragment_shader: Option<Handle<Shader>>,
marker: PhantomData<M>,
}
impl<M: MaterialUI> Clone for MaterialUIPipeline<M> {
fn clone(&self) -> Self {
Self {
unified_pipeline: self.unified_pipeline.clone(),
material_ui_layout: self.material_ui_layout.clone(),
vertex_shader: self.vertex_shader.clone(),
fragment_shader: self.fragment_shader.clone(),
marker: PhantomData,
}
}
}
impl<M: MaterialUI> SpecializedRenderPipeline for MaterialUIPipeline<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
type Key = MaterialUIKey<M>;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let mut descriptor = self.unified_pipeline.specialize(key.unified_key);
if let Some(vertex_shader) = &self.vertex_shader {
descriptor.vertex.shader = vertex_shader.clone();
}
if let Some(fragment_shader) = &self.fragment_shader {
descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone();
}
descriptor.layout = vec![
self.unified_pipeline.view_layout.clone(),
self.unified_pipeline.image_layout.clone(),
self.unified_pipeline.types_layout.clone(),
self.material_ui_layout.clone(),
];
M::specialize(&mut descriptor, key);
descriptor
}
}
impl<M: MaterialUI> FromWorld for MaterialUIPipeline<M> {
fn from_world(world: &mut World) -> Self {
let asset_server = world.resource::<AssetServer>();
let render_device = world.resource::<RenderDevice>();
let material_ui_layout = M::bind_group_layout(render_device);
MaterialUIPipeline {
unified_pipeline: world.resource::<UnifiedPipeline>().clone(),
material_ui_layout,
vertex_shader: match M::vertex_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
fragment_shader: match M::fragment_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
marker: PhantomData,
}
}
}
/// Data prepared for a [`MaterialUI`] instance.
pub struct PreparedMaterialUI<T: MaterialUI> {
pub bindings: Vec<(u32, OwnedBindingResource)>,
pub bind_group: BindGroup,
pub key: T::Data,
}
#[derive(Resource)]
pub struct ExtractedMaterialsUI<M: MaterialUI> {
extracted: Vec<(AssetId<M>, M)>,
removed: Vec<AssetId<M>>,
}
impl<M: MaterialUI> Default for ExtractedMaterialsUI<M> {
fn default() -> Self {
Self {
extracted: Default::default(),
removed: Default::default(),
}
}
}
/// Stores all prepared representations of [`MaterialUI`] assets for as long as they exist.
#[derive(Resource, Deref, DerefMut)]
pub struct RenderMaterialsUI<T: MaterialUI>(HashMap<AssetId<T>, PreparedMaterialUI<T>>);
impl<T: MaterialUI> Default for RenderMaterialsUI<T> {
fn default() -> Self {
Self(Default::default())
}
}
/// This system extracts all created or modified assets of the corresponding [`Material2d`] type
/// into the "render world".
pub fn extract_materials_ui<M: MaterialUI>(
mut commands: Commands,
mut events: Extract<EventReader<AssetEvent<M>>>,
assets: Extract<Res<Assets<M>>>,
) {
let mut changed_assets = HashSet::default();
let mut removed = Vec::new();
for event in events.read() {
match event {
AssetEvent::Added { id }
| AssetEvent::LoadedWithDependencies { id }
| AssetEvent::Modified { id } => {
changed_assets.insert(*id);
}
AssetEvent::Removed { id } => {
changed_assets.remove(id);
removed.push(*id);
}
AssetEvent::Unused { id: _ } => {}
}
}
let mut extracted_assets = Vec::new();
for handle in changed_assets.drain() {
if let Some(asset) = assets.get(handle) {
extracted_assets.push((handle, asset.clone()));
}
}
commands.insert_resource(ExtractedMaterialsUI {
extracted: extracted_assets,
removed,
});
}
/// All [`MaterialUI`] values of a given type that should be prepared next frame.
pub struct PrepareNextFrameMaterials<M: MaterialUI> {
assets: Vec<(AssetId<M>, M)>,
}
impl<M: MaterialUI> Default for PrepareNextFrameMaterials<M> {
fn default() -> Self {
Self {
assets: Default::default(),
}
}
}
/// This system prepares all assets of the corresponding [`MaterialUI`] type
/// which where extracted this frame for the GPU.
pub fn prepare_materials_ui<M: MaterialUI>(
mut prepare_next_frame: Local<PrepareNextFrameMaterials<M>>,
mut extracted_assets: ResMut<ExtractedMaterialsUI<M>>,
mut render_materials: ResMut<RenderMaterialsUI<M>>,
render_device: Res<RenderDevice>,
images: Res<RenderAssets<Image>>,
fallback_image: Res<FallbackImage>,
pipeline: Res<MaterialUIPipeline<M>>,
) {
let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
for (handle, material) in queued_assets {
match prepare_materialui(
&material,
&render_device,
&images,
&fallback_image,
&pipeline,
) {
Ok(prepared_asset) => {
render_materials.insert(handle, prepared_asset);
}
Err(AsBindGroupError::RetryNextUpdate) => {
prepare_next_frame.assets.push((handle, material));
}
}
}
for removed in std::mem::take(&mut extracted_assets.removed) {
render_materials.remove(&removed);
}
for (handle, material) in std::mem::take(&mut extracted_assets.extracted) {
match prepare_materialui(
&material,
&render_device,
&images,
&fallback_image,
&pipeline,
) {
Ok(prepared_asset) => {
render_materials.insert(handle, prepared_asset);
}
Err(AsBindGroupError::RetryNextUpdate) => {
prepare_next_frame.assets.push((handle, material));
}
}
}
}
pub fn prepare_materialui<M: MaterialUI>(
material: &M,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &FallbackImage,
pipeline: &MaterialUIPipeline<M>,
) -> Result<PreparedMaterialUI<M>, AsBindGroupError> {
let prepared = material.as_bind_group(
&pipeline.material_ui_layout,
render_device,
images,
fallback_image,
)?;
Ok(PreparedMaterialUI {
bindings: prepared.bindings,
bind_group: prepared.bind_group,
key: prepared.data,
})
}
pub type DrawMaterialUI<M> = (
SetItemPipeline,
SetUIViewBindGroup<TransparentUI, 0>,
SetMaterialBindGroup<M, 3>,
DrawUIDraw<TransparentUI>,
);
pub type DrawMaterialUITransparent<M> = (
SetItemPipeline,
SetUIViewBindGroup<TransparentOpacityUI, 0>,
SetMaterialBindGroup<M, 3>,
DrawUIDraw<TransparentOpacityUI>,
);
pub struct SetMaterialBindGroup<M: MaterialUI, const I: usize>(PhantomData<M>);
impl<P: PhaseItem, M: MaterialUI, const I: usize> RenderCommand<P> for SetMaterialBindGroup<M, I> {
type Param = SRes<RenderMaterialsUI<M>>;
type ViewQuery = ();
type ItemQuery = Read<Handle<M>>;
#[inline]
fn render<'w>(
_item: &P,
_view: (),
material2d_handle: Option<ROQueryItem<'_, Self::ItemQuery>>,
materials: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let Some(material2d_handle) = material2d_handle else {
return RenderCommandResult::Failure;
};
let asset_id: AssetId<M> = material2d_handle.clone_weak().into();
let material2d = materials.into_inner().get(&asset_id).unwrap();
pass.set_bind_group(I, &material2d.bind_group, &[]);
RenderCommandResult::Success
}
}
pub fn queue_material_ui_quads<M: MaterialUI>(
#[cfg(feature = "svg")] render_svgs: Res<RenderSvgs>,
opacity_layers: Res<OpacityLayerManager>,
mut commands: Commands,
draw_functions: Res<DrawFunctions<TransparentUI>>,
draw_functions_opacity: Res<DrawFunctions<TransparentOpacityUI>>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut quad_meta: ResMut<QuadMeta>,
quad_pipeline: Res<UnifiedPipeline>,
materialui_pipeline: Res<MaterialUIPipeline<M>>,
mut pipelines: ResMut<SpecializedRenderPipelines<MaterialUIPipeline<M>>>,
pipeline_cache: ResMut<PipelineCache>,
mut extracted_quads: Query<(
&'static mut ExtractedQuad,
&'static Handle<M>,
&'static MaterialZ,
)>,
mut views: Query<(
Entity,
&'static mut UIRenderPhase<TransparentUI>,
&'static mut UIRenderPhase<TransparentOpacityUI>,
&'static UIExtractedView,
)>,
mut image_bind_groups: ResMut<ImageBindGroups>,
(
gpu_images,
font_texture_cache,
quad_type_offsets,
render_materials,
mut prev_clip,
prev_index,
): (
Res<RenderAssets<Image>>,
Res<FontTextureCache>,
Res<QuadTypeOffsets>,
Res<RenderMaterialsUI<M>>,
ResMut<PreviousClip>,
Res<PreviousIndex>,
),
) where
M::Data: PartialEq + Eq + Hash + Clone,
{
let mut current_batch = QuadBatch {
image_handle_id: None,
font_handle_id: None,
quad_type: UIQuadType::None,
type_id: quad_type_offsets.quad_type_offset,
z_index: -999.0,
};
let mut current_batch_entity = Entity::PLACEHOLDER;
// Vertex buffer indices
let mut index = prev_index.index;
let mut item_start = prev_index.index;
let mut item_end = prev_index.index;
let mut old_item_start = prev_index.index;
let mut current_clip = prev_index.last_clip;
let mut last_clip = prev_index.last_clip;
// let mut previous_clip_rect = Rect::default();
let draw_quad = draw_functions.read().get_id::<DrawMaterialUI<M>>().unwrap();
let draw_opacity_quad = draw_functions_opacity
.read()
.get_id::<DrawMaterialUITransparent<M>>()
.unwrap();
for (camera_entity, mut transparent_phase, mut opacity_transparent_phase, view) in
views.iter_mut()
{
let key = UnifiedPipelineKey {
msaa: 1,
hdr: view.hdr,
};
let mut last_quad = ExtractedQuad::default();
let mut pipeline_id = None;
for (mut quad, material_handle, material_z) in extracted_quads.iter_mut() {
let asset_id: AssetId<M> = material_handle.clone_weak().into();
if let Some(materialui) = render_materials.get(&asset_id) {
if quad.quad_type == UIQuadType::Clip {
prev_clip.rect = quad.rect;
}
if prev_clip.rect.width() < 1.0 || prev_clip.rect.height() < 1.0 {
continue;
}
pipeline_id = Some(pipelines.specialize(
&pipeline_cache,
&materialui_pipeline,
MaterialUIKey {
unified_key: key,
bind_group_data: materialui.key.clone(),
},
));
quad.z_index = material_z.0;
queue_quads_inner(
&mut commands,
&render_device,
&font_texture_cache,
&opacity_layers,
&mut image_bind_groups,
&gpu_images,
&quad_pipeline,
#[cfg(feature = "svg")]
&render_svgs,
&mut transparent_phase,
&mut opacity_transparent_phase,
draw_opacity_quad,
draw_quad,
pipeline_id.unwrap(),
&mut quad_meta,
&quad,
camera_entity,
*quad_type_offsets,
&mut current_batch,
&mut current_batch_entity,
&mut index,
&mut item_start,
&mut item_end,
&last_quad,
&mut current_clip,
&mut old_item_start,
&mut last_clip,
);
if current_batch_entity != Entity::PLACEHOLDER {
commands
.entity(current_batch_entity)
.insert(material_handle.clone_weak());
}
last_quad = quad.clone();
}
}
if let Some(pipeline) = pipeline_id {
#[allow(clippy::nonminimal_bool)]
if last_quad.quad_type != UIQuadType::Clip
&& last_quad.quad_type != UIQuadType::OpacityLayer
&& last_quad.quad_type != UIQuadType::Clip
&& current_batch_entity != Entity::PLACEHOLDER
{
// handle old batch
commands
.entity(current_batch_entity)
.insert(current_batch.clone());
if last_quad.opacity_layer > 0 {
opacity_transparent_phase.add(TransparentOpacityUI {
draw_function: draw_opacity_quad,
pipeline,
entity: current_batch_entity,
sort_key: FloatOrd(last_quad.z_index),
quad_type: last_quad.quad_type,
type_index: last_quad.quad_type.get_type_index(&quad_type_offsets),
rect: last_clip,
batch_range: Some(old_item_start..item_end),
opacity_layer: last_quad.opacity_layer,
dynamic_offset: None,
});
} else {
transparent_phase.add(TransparentUI {
draw_function: draw_quad,
pipeline,
entity: current_batch_entity,
sort_key: FloatOrd(last_quad.z_index),
quad_type: last_quad.quad_type,
type_index: last_quad.quad_type.get_type_index(&quad_type_offsets),
rect: last_clip,
batch_range: Some(old_item_start..item_end),
dynamic_offset: None,
});
}
}
}
}
quad_meta
.vertices
.write_buffer(&render_device, &render_queue);
}